Driving game with assist and training modes

ABSTRACT

Provided is a driving game, wherein players having various driving skills—from beginners to those advanced—may enjoy both aspects of amusement and simulation in consistency. The game device of the present invention moves an object in a virtual three-dimensional space pursuant to operations from a player and generates images of the moving state of such object. This game device is provided with an element for providing to a player a plurality of different movement modes upon moving the vehicle along a traveling line; an element for enabling a player to select a desired movement mode from such plurality of different movement modes; and an element for executing a vehicle-driving game relating to the driving mode selected by the player. Included in this plurality of driving modes are an assist mode in which auto-brake control is performed and a training mode in which various indications, such as the timing of the braking point, are given.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention generally relates to a game device, andparticularly relates a game device for displaying images of the movingstate of objects, such as automobiles, in a virtual three-dimensionalspace in response to operations of a player.

[0003] 2. Description of the Related Art

[0004] Pursuant to recent developments in computer graphics technology,simulation devices and game devices have become widely popular for bothbusiness and domestic use. As an example of this type of device, thereis a driving (car race) game wherein players compete for lap times bymoving one's car as an object on the course set in a virtualthree-dimensional space (game space), and has gained a well-establishedpopularity.

[0005] Generally, the simulation device or game device (hereinaftercollectively referred to as “game device”) used for playing this gamecomprises a device main body with a built-in computer unit for executinga pre-stored game program, an operational unit for supplying to thecomputer unit operational signals ordering the movement of the objectrealized in the game, a display for displaying images pursuant to thegame progress realized by the execution of the game program by thecomputer unit, and a sound device for generating sounds pursuant to thegame development.

[0006] In this game device, the likes of a vehicle (object) with adriver simulating the player are displayed on the display. The playeroperates the operational unit and provides the computer unit withinformation of the traveling route, traveling speed, and so on. Thecomputer unit calculates the behavior of the vehicle in real timeaccording to such operational information, obtains image data of thetraveling state, and displays this image data on the display.

[0007] The driving mode of this game is as follows. Not only is theplayer's vehicle displayed as the image on the display, road signs andthe like are also displayed together with the background. The playerreads one's traveling state from the sharpness of a turn, contents ofthe road signs showing a curve ahead, movement of the surroundingscenery, etc., and controls the acceleration and deceleration viaoperational units (accelerator pedal, brake pedal, gearshift, etc.).

[0008] Nevertheless, as there is only one driving mode in conventionaldriving games, the player merely judges one's traveling state uponviewing the displayed background, road signs, and so forth. Thus,although experienced players are able to achieve high scores inaccordance with his/her degree of skill, beginners and players who arepoor at driving are not able to achieve good scores, and there is aproblem in that their interest in the game would languish.

[0009] Contrarily, although it would be possible to make the gamecontent enjoyable even to beginners such as by lowering the degree ofdifficulty of the course (traveling route), for example, advanced andexperienced players will not be able to enjoy a satisfactory drive.Therefore, there was a tendency to make the degree of difficulty of thegame high, such as by setting the course accordingly. This, however,demanded a high degree of driving skill and led to a game in which abeginner could not easily play. Moreover, the game device would lackamusement merely with the difficulty of the driving technique, andconsideration to this aspect is also necessary.

SUMMARY OF THE INVENTION

[0010] The present invention was devised in view of the aforementionedproblems encountered by conventional technology, and an object thereofis to provide a game, such as a driving game, wherein players havingvarious driving skills—from beginners to those advanced—may enjoy bothaspects of amusement and simulation in consistency.

[0011] In order to achieve the aforementioned object, the game device ofthe present invention is structured as follows.

[0012] In one invention, a game device for moving an object in a virtualthree-dimensional space pursuant to operations from a player andgenerating images of the moving state of such object, comprises: modeprovision means for providing to a player a plurality of differentmovement modes upon moving the object; selection means for enabling aplayer to select a desired movement mode from such plurality ofdifferent movement modes; and game execution means for executing a gamerelating to the movement of the object in the movement mode selected bythe player.

[0013] According to this structure, for example, the object is a vehicleto be moved along a traveling line provided in the virtualthree-dimensional space; and the mode provision means provides to aplayer a plurality of driving modes of the vehicle as the plurality ofmovement modes. Furthermore, the plurality of driving modes includes anassist mode having an auto-brake function for automatically assistingthe braking power of the vehicle. According to one preferable example,the plurality of driving modes includes a training mode having anindication function for indicating the driving state upon the playervirtually driving the vehicle. In addition, preferably, the indicationfunction indicates to the player the driving state with, at the least,either an image or a sound. It is further desirable that the indicationfunction is composed of at least one among: a first indication functionfor indicating to the player a reference travel line by displaying thison the traveling line; a second indication function for indicating tothe player the brake timing by altering the display mode of thereference travel line; a third indication function for indicating to theplayer the existence of a curve on the traveling line; and a fourthindication function for indicating to the player the gearshift positionat the curve on the traveling line.

[0014] Here, for example, the game execution means executes the game byexhibiting at least one function among the first through fourthindication functions by referring to an ideal reference data includingspeed data and brake data per block along the traveling line obtainedfrom the driving of an experienced player. Preferably, the gameexecution means exhibits the second indication function by including:means for comparing the speed data of the reference data and the speedof the vehicle driven by the player and, when the comparative resultshows that speed data>vehicle speed, altering brake data of blocks,which continues until such vehicle speed exceeds the speed data, aheadof the vehicle to become zero; and means for altering the display modeof the traveling line pursuant to the alteration result of this blockdata.

[0015] In another invention, a game device for moving an object in avirtual three-dimensional space pursuant to operations from a player andgenerating images of the moving state of such object, comprises: storagemeans for priorly storing reference data representing the movement ofthe object in an ideal state; operation means for operating the actualdata showing the moving state upon the player actually moving theobject; and assist means for comparing the reference data and actualdata and automatically assisting the moving state of the object to bemoved by the player.

[0016] As a preferable example according to this structure, the objectis a vehicle to be moved along the traveling line provided within thevirtual three-dimensional space; and the movement of the object isrepresented by the object traveling along the traveling line of thevehicle. For example, the reference data is driving data prepared fromthe driving state obtained from the driving of a driver, who isexperienced with an actual vehicle in an actual space, along a travelingroute; and the traveling line in the virtual three-dimensional space isthe line simulating the traveling route in such actual space. As oneexample thereof, the driving data includes speed data, brake data andtravel line data based on the driving of the experienced player preparedalong the traveling line and per block of a prescribed length. Here, theassist means compares the reference data and actual data andautomatically assists the braking state of the vehicle to be moved bythe player.

[0017] According to a preferable, specific structure, the assist meansincludes: means for obtaining the target acceleration from the speeddata of the reference data of a block in front of the block on which thevehicle is positioned, and the speed of the vehicle driven by theplayer; means for estimating the vehicle acceleration from theoperational state of the player; means for comparing and judging thetarget acceleration and the estimate acceleration; means for judging theapplication of a brake when this comparative result shows that targetacceleration>estimate acceleration; and means for automaticallyassisting the control of the degree of acceleration when the judgmentmeans judges that the application of a brake is not necessary, andassisting the control of the degree of acceleration and the amount ofbrake application when the judgment means judges that the application ofa brake is necessary.

[0018] According to still another invention, a game device for moving anobject in a virtual three-dimensional space pursuant to operations froma player and generating images of the moving state of such object,comprises: operation means for performing modeling conversion to tracespursuant to the movement of the object from a camera viewpoint andoperating the conversion matrix thereof; storage means for storing suchconversion matrix; judgment means for judging whether the display oftraces is necessary; and display means for reading the conversion matrixfrom the storage means and displaying the conversion matrix when thejudgment means judges that the display of traces is necessary.

[0019] According to a further invention, a game device for moving anobject in a virtual three-dimensional space pursuant to operations froman operator and generating images of the moving state of such object,comprises: movement mode provision means for providing a plurality ofmovement modes including a brake timing notification mode for notifyingthe operator of the brake application timing of the object; andselection means for selecting the movement mode pursuant to theselection made by the operator; wherein the movement mode provisionmeans for realizing the brake timing notification mode includes:judgement means for judging whether or not brake application isnecessary based on the speed and position of the object operated by theoperator; calculation means for calculating the brake timing based onthe speed and position of the object operated by the operator when thejudgment means judges that brake application is necessary; andnotification means for notifying the operator of the brake applicationtiming based on the brake timing calculated by the calculation means.

[0020] Here, for example, the judgment means and calculation meansrespectively perform judgment and calculation based on the speed andposition of the object operated by the operator, and the reference datacorresponding to such position. In addition, the notification meansnotifies, earlier than usual, the brake application timing when thespeed of the object is fast in comparison to when the speed of theobject is slow.

[0021] According to a still further invention, a vehicle brake-controldevice for controlling the braking power of the vehicle traveling alongthe route in an actual space, comprises: storage means for priorlystoring data relating to braking of the traveling route which thevehicle is to travel; vehicle position detection means for detecting theposition of the vehicle on the traveling route; and control means forautomatically controlling the braking state of the vehicle during thetraveling state thereof based on the data stored in the storage meansand the position detected by the vehicle position detection means.

BRIEF DESCRIPTION OF THE DRAWINGS

[0022]FIG. 1 is a block diagram of the game device according to anembodiment of the present invention;

[0023]FIG. 2 is a flowchart showing the outline of the selectionprocessing of the driving mode in the first embodiment;

[0024]FIG. 3 is a flowchart showing the outline of the processing flowof another driving mode;

[0025]FIG. 4 is a flowchart showing the outline of the auto-brakecontrol in the assist mode;

[0026]FIG. 5 is a flowchart showing the outline of the indicationcontrol in the training mode;

[0027]FIG. 6 is a diagram explaining the alteration of brake data in thetraining mode;

[0028]FIG. 7 is an example of a display screen indicating the brakingpoint;

[0029]FIG. 8 is an example of a display screen indicating the brakingpoint;

[0030]FIG. 9 is an example of a display screen indicating the brakingpoint;

[0031]FIG. 10 is an example of a display screen indicating the brakingpoint;

[0032]FIG. 11 is an example of a display screen indicating the brakingpoint;

[0033]FIG. 12 is an example of a display screen indicating the brakingpoint;

[0034]FIG. 13 is an example of a display screen indicating the brakingpoint;

[0035]FIG. 14 is an example of a display screen indicating the brakingpoint;

[0036]FIG. 15 is an example of a display screen indicating the brakingpoint;

[0037]FIG. 16 is an example of a display screen indicating the brakingpoint;

[0038]FIG. 17 is an example of a display screen indicating the brakingpoint;

[0039]FIG. 18 is an example of a display screen indicating the brakingpoint;

[0040]FIG. 19 is an example of a display screen indicating the brakingpoint;

[0041]FIG. 20 is an example of a display screen indicating the brakingpoint;

[0042]FIG. 21 is an example of a display screen indicating the brakingpoint;

[0043]FIG. 22 is an example of a display screen indicating the brakingpoint;

[0044]FIG. 23 is an example of a display screen indicating the brakingpoint;

[0045]FIG. 24 is a flowchart showing an outline of the skid mark (trace)processing according to the second embodiment;

[0046]FIG. 25 is a flowchart showing an outline of the display of skidmarks (traces);

[0047]FIG. 26 is a diagram explaining the clipping of skid marks;

[0048]FIG. 27 is a diagram explaining the display of skid marks; and

[0049]FIG. 28 is a structural diagram conceptually representing thevehicle brake-control device of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0050] Embodiments of the present invention are now explained withreference to the attached drawings.

[0051] (First Embodiment)

[0052] The first embodiment of the present invention is explained belowwith reference to FIGS. 1 to 23.

[0053] The game device according to this embodiment provides a drivinggame wherein players drive around a circuit course (traveling line) andcompete for lap times.

[0054]FIG. 1 is an electrical block diagram showing the outline of thegame device. As shown in FIG. 1, the game device comprises a gameprocessing board 10. Electrically connected to this game processingboard 10 are devices such as an operational unit 11, display 12, speaker13, external expansion connector 14, and so on. The player, whileviewing the game screen displayed on the display 12, may play thedriving game by operating the various devices of the operational unit11.

[0055] Other than the counter not shown, the game processing board 10comprises a CPU (central processing unit) 21, geometry processor 22,system memory 23, ROM 24 for program data, boot ROM 25, bus arbiter 26for a bus controller, rendering processor 27, graphic memory 28, videoDAC 29, audio processor 30, audio memory 31, audio DAC 32, and partialelements thereof are mutually connected via a bus line 33.

[0056] Among the above, the CPU 21 is connected to the geometryprocessor 22 and the system memory 23 via the bus line 33, the firstsystem thereof is connected to the ROM 24 for program data and the bootROM 25 via the bus arbiter 26 and bus line 33, the second system thereofis connected to the operational unit 11 via an I/O 34, the third systemthereof is connected to the external expansion connector 14, the thirdsystem thereof is connected to the audio processor 30, and the fourthsystem thereof is connected to the rendering processor 27, respectively.The rendering processor 27 is connected to the graphic memory 28 and thevideo DAC 29. The audio processor 30 is connected to the audio memory 31and the audio DAC 32.

[0057] The system memory 23 priorly stores prescribed programs and imageprocessing programs of this device. The boot ROM 25 priorly stores aprogram for booting the system.

[0058] After the power is turned on, the CPU 21 activates the system byreading the boot program stored in the boot ROM 25, and thereafterexecutes processing relating to various operations and controls based onthe internal program of the system memory ROM 23. This includesprocessing for selecting a desired driving mode among the plurality ofpreset driving modes, processing peculiar to the various driving modes,behavior calculation (simulation) processing of vehicles, andcalculation processing of special effects.

[0059] Behavior calculation simulates the movement of vehicles in avirtual three-dimensional space (game space). In order to execute suchcalculation, after the polygon coordinate values of the vehicle in thevirtual three-dimensional space are determined, the conversion matrixand shape data (polygon data) for converting such coordinate values intoa two-dimensional visual field coordinate system are designated by thegeometry processor 22. Here, polygon data shall mean the coordinate datagroup of the relative or absolute coordinates of the respective apexesof a polygon (polygonal shape: mainly triangles and quadrilaterals)composed of an aggregate of a plurality of apexes.

[0060] The ROM 24 for program data priorly stores shape data(three-dimensional data of characters, landforms, backgrounds, etc.formed of the respective apexes) composed of a plurality of polygons.This shape data is delivered to the geometry processor 22. The geometryprocessor 22 performs perspective conversion to the designated shapedata with the conversion matrix sent from the CPU 21, and obtains shapedata converted from the coordinate system in the three-dimensional spaceto the visual field coordinate system. This shape data is sent to therendering processor 27.

[0061] The rendering processor 27 reads texture data from the graphicmemory 28, affixes this texture to the shape data of the convertedvisual field coordinate system, and outputs this to the internal framebuffer of the video DAC 29. Polygon screens (simulation results) such asvehicles and landforms (backgrounds) temporarily stored in the framebuffer and scroll screens such as character information are synthesizedpursuant to a designated priority, and a final frame image data isgenerated per fixed timing. This frame image data is D/A converted andsent to the display 12, thereby being displayed as a game screen in realtime.

[0062] The audio processor 30 generates sound data based on orders fromthe CPU 21 and outputs this data to the speaker 13 via the audio DAC 32.Sound data is thereby power amplified and output from the speaker 13 assound.

[0063] The operational unit 11 is equipped with a driving mode selectionswitch 11 a, steering wheel 11 b, accelerator pedal 11 c, brake pedal 11d, gearshift 11 e, view-change switch 11 f and so on to be operated bythe player. The player is thereby able to view the display screen of thedisplay 12 and provide the CPU 21, via the I/F 34, with drivinginformation relating to driving mode selection, steering angle,acceleration, deceleration, gearshift position, viewpoint position ofthe camera placed in the virtual three-dimensional space, and so on.

[0064] Next, the image generation processing of the driving gamerealized by the game device according to the present embodiment isdescribed below. The CPU 21 executes a prescribed main program as thenormal state after activating the game device and, during the executionprocess thereof, further executes the timer interrupt processing shownin FIGS. 2 and 3.

[0065] [Driving Mode Selection Processing]

[0066] The processing shown in FIG. 2 is a processing routine, which isexecuted per fixed time Δt′ by the CPU 21, for a player to select adriving mode of a vehicle (player car) from a plurality of driving modesprepared in advance. This fixed time Δt′ does not necessarily have to bethe same as the interrupt time Δt to the processing shown in FIG. 3described later.

[0067] The CPU 21 reads the switch information of the driving modeselection switch 11 a as the driving mode selection information (FIG. 2;step S1), and sets one driving mode among the four types of drivingmodes in correspondence with such information (step S2).

[0068] Four types of modes are prepared for the present embodiment asthe driving modes; namely, assist mode, semi-assist mode, training mode,and simulation mode. These four types of modes have the same travelingline on which the vehicle is to travel, but mutually have differentdriving characteristics (i.e., ease of driving operation attributable tothe physical motion relationship between the traveling line and vehicle)for the player to drive the virtual vehicle. The individual drivingcharacteristics are differentiated and the originality thereof isexhibited by determining the degree of incorporation of the controlfactor (ABS, TRC, auto-brake control, etc.) influencing the drivingcharacteristics of the vehicle.

[0069] The assist mode is a mode for beginners, and assists the drivingof a beginner player based on reference data DATA_(ref) showing thedriving state (granted this is an ideal state) of an experienced playeradopted as the ideal driving states The nature of such assistance, inprinciple, is the control of the throttle of the accelerator 11 c andthe application of the brake 11 d (hereinafter referred to as“auto-brake control” as necessary) for automatically assisting thebraking of the vehicle. In this assist mode, the likes of ABS(anti-skid) control and TRC (traction control) are also executed as oneof the vehicle behavior calculations and, as a result, the drivingcharacteristics thereof are also automatically controlled to be easy onthe beginners.

[0070] The semi-assist mode is preferable for beginners having someexperience in driving, and is a mode wherein the function of auto-brakecontrol is removed from the aforementioned assist mode. As theauto-brake control is removed from the driving characteristics, thedriver's skill is more easily reflected to the driving state.

[0071] As with the aforementioned assist mode, the training modeachieves the gist of the present invention and is also a preferabledriving mode for beginners. This mode is especially suitable for playersplaying the game for the first time or players inexperienced withdriving games, and gives indications (advice) of important points of thedriving operation with sound and/or display during the game based ondata (reference data DATA_(ref)) relating to the driving of anexperienced player. The driving characteristics of this mode itself arethe same as the semi-assist mode, but due to the indications for thedriving operation, the player will usually receive an impression thatdriving in the training mode is easier than in the semi-assist mode.

[0072] The simulation mode is preferable for advanced or experiencedplayers, and does not carry any function for automatically assisting thedriving state of the player from the device side or any function ofgiving indications for the driving operation from the device side. Thismode simulates the player's driving ability as is and the drivingcharacteristics thereof are also set to be the most difficult.

[0073] Accordingly, the CPU 21 sets the variable MD 0 showing theselected state when the driving mode selection information of the playeris selecting the assist mode, sets the variable MD=1 when selecting thesemi-assist mode, sets the variable MD=2 when selecting the trainingmode, and sets the variable MD=3 when selecting the simulation mode(step S2).

[0074] As the aforementioned driving mode selection processing isexecuted per fixed time Δt′, when the player selects a different drivingmode, the main routine thereafter is processed with the renewed drivingmode.

[0075] [Image Generation Processing]

[0076] Meanwhile, FIG. 3 shows a main routine of the image generationprocessing. This main routine, for example, is repeatedly executed bythe CPU 21 for every one field (Δt={fraction (1/60)} sec) synchronizedwith the display interrupt.

[0077] Specifically, this routine judges the driving mode (steps S11 toS13) by checking the value of the variable MD currently set by theaforementioned driving mode selection processing (FIG. 2). As a result,when the variable MD=0 and it is judged as the assist mode, the routineproceeds to processing steps S14 to S17. When the variable MD=1 and itis judged as the semi-assist mode, the routine proceeds to processingsteps S18 to S20. When the variable MD=2 and it is judged as thetraining mode, the routine proceeds to processing steps S21 to S24. Whenthe variable MD=3 and it is judged as the simulation mode, the routineproceeds to processing steps S25 to S27.

[0078] Processing for the separate driving modes is now explained infurther detail.

[0079] 1. Assist Mode

[0080] Foremost, in the assist mode, information of the currentoperational state (steering angle, acceleration throttle, brakeapplication, gearshift position) to the steering wheel 11 b, accelerator11 c, brake 11 d and gearshift 11 e of the operational unit 11 is read(step S14). Next, processing for the auto-brake control is performed(step S15).

[0081] This processing for auto-brake control is executed as thesubroutine shown in FIG. 4. The basis for activating/commencing theauto-brake function is predetermined. That is, driving data (i.e., datarepresenting an ideal drive along the course in this game device,hereinafter referred to as “reference data DATA_(ref)”) such as speeddata, brake data (showing the degree of braking), and traveling line(position) during an ideal drive made by a player experienced (advanced)in the driving of the game is sampled, and this is priorly stored in theROM 14 in the form of a data table. This reference data DATA_(ref) isprovided in sectional units (hereinafter referred to as “blocks”) of therespective courses divided in prescribed intervals (e.g., 4 m to 8 m)(cf. FIG. 6(a) explained later).

[0082] Reference data DATA_(ref) is prepared with a reference datapreparation tool in advance. Although it is possible to prepare theentire reference data DATA_(ref) by theoretical calculation, this isextremely time consuming and there is also a problem in that thetraveling line will lack reality if it were theoretically conceived andcalculated. Thus, in the present embodiment, reference data DATA_(ref)including speed data, brake data, and traveling line of a drive actuallymade in a game by an experienced player is saved in binary, this isloaded with a reference data preparation tool and, by altering thisdata, reference data DATA_(ref) is thereby prepared.

[0083] Here, the CPU 21 operates the target acceleration currentlyrequired from the sampling data obtained by referring to the currentvehicle speed and reference data DATA_(ref) (step S21) Particularly, thetarget acceleration speed is operated utilizing reference speed dataSP_(ref), which is obtained by sampling reference data DATA_(ref) of ablock immediately ahead of the block on which the vehicle is currentlypositioned, the current vehicle speed V, and the distance to the nextblock ahead.

[0084] Next, the acceleration of the player-driven vehicle (player car)in the next block is estimated from the operational values of theaccelerator 11 c and the brake 11 d read above (step S22). Thereafter,the CPU 21 judges whether or not the target acceleration >estimateacceleration (step S23).

[0085] When the comparative judgment in this step S23 is YES (targetacceleration≧estimate acceleration), compulsory brake control is judgedas being unnecessary and the value of the player's operation is set asthe control input of the brake lid, as is (steps S24, S25). Thereby, theplayer's operation is reflected, as is, to the behavior calculation andgame processing of the vehicle (player car) explained later.

[0086] Contrarily, when the comparison judgment in step S23 is NO(target acceleration<estimate acceleration), the necessity of furtherapplication of the brake 11 d is judged by comparing the accelerationspeed calculated from the engine brake upon full release of theacceleration and the current application of the brake 11 d, and thetarget acceleration (step S26).

[0087] When further application of the brake is not necessary pursuantto this judgment, the acceleration throttle is reverse operated from thetarget acceleration and the brake application, and the accelerationthrottle operated by the player is replaced by the reverse operatedvalue (step S27). Nevertheless, the CPU 21 maintains the brakeapplication operated by the player as the brake application informationfor use in the vehicle behavior calculation processing (step S28).

[0088] When the comparative judgment is YES (further brake applicationis required) in aforementioned step S26, the CPU 21 compulsorilycontrols the acceleration throttle and the brake application. That is,the acceleration throttle operated by the player is replaced byfull-release acceleration (throttle=0) (step S29). Moreover, the brakeapplication is reverse operated from the target acceleration and theengine brake, and the brake application operated by the player isreplaced by the reverse operated value (step S30).

[0089] The estimated acceleration, obtained from the driving state ofthe driving player, is compared with the ideal acceleration(acceleration upon an experienced player driving). When it is indicatedthat further braking is necessary pursuant to the comparative results,the acceleration throttle, or both the acceleration throttle and thebrake application are automatically and compulsorily controlled (i.e.,assisted) to be an ideal value.

[0090] Accordingly, by implementing this auto-brake control, theacceleration control and brake operation of the vehicle (automobile) areautomatically conducted. The player is able to drive around the coursewith only the operation of the steering wheel 11 b while full-throttlingthe accelerator 11 c. Moreover, when a player is driving below the speedlimit, such player is able to freely control the speed by operating theaccelerator 11 c and the brake 11 d. In other-words, without having toprovide a separate driving course from those used by advanced players,the difficulty of the game is lowered and adjusted for beginners.

[0091] After the setting of the acceleration throttle and brakeapplication in relation to the auto-brake control as mentioned above,the CPU 21 returns to the routine shown in FIG. 3 and operates thevehicle behavior (step S16). Thereby, vehicle postures such as theyawing, rolling, and pitching of the vehicle (player car) are operatedfrom the operational information. Here, elements of TRC, ABS and so onare added upon the pitching operation.

[0092] Next, the CPU 21 operates the conversion matrix for convertingthe coordinate system of the virtual three-dimensional space into atwo-dimensional visual field coordinate system, and delivers thisconversion matrix and shape data to the geometry processor 23.

[0093] As a result, the polygon image reflecting this renewed vehiclebehavior is displayed on the display 12. By repeating this display perdisplay interrupt, images of the driving state reflecting theoperational information and, as necessary, in accordance with theassisted driving state are provided substantially in real time.

[0094] 2. Semi-Assist Mode

[0095] In the case of the semi-assist mode shown in FIG. 3, theaforementioned auto-brake control is not performed, and similar vehiclebehavior calculation and display are made pursuant to the operationalinformation.

[0096] 3. Training Mode

[0097] The training mode shown in FIG. 3 is now explained in detail. Asthis mode aims at training the driving player, it is characterized inpriorly providing various indications (advice) during driving such as bydisplay and/or sound.

[0098] That is, the CPU 21 reads the current operational information ofthe player (step S21) and thereafter implements the indicationprocessing routine as follows (step S22).

[0099] The outline of this indication processing routine is shown inFIG. 5. The CPU 21 determines the current block on which the vehicle ispositioned pursuant to the operational information (step S41), and thenoperates the current vehicle speed V (step S42)

[0100] Next, the CPU 21 reads reference speed data SP_(ref) fromreference data DATA_(ref) of the current block on which the vehicle ispositioned (step S43), and determines whether SP_(ref)>V by comparingsuch reference speed data SP_(ref) and the actual current vehicle speedV (step S44). When this comparative result is YES, i.e., SP_(ref)>V,processing for altering brake data DB of reference data DATA_(ref) isperformed as described later. Contrarily, when the comparative result isNO, i.e., SP_(ref)≦V, the alteration processing of brake data is notperformed (step S45). Then, the CPU 21 judges whether this alterationprocessing has already been completed for a prescribed number of blocks(e.g., blocks of half of the circuit—300 to 400 blocks), and when thereis a block still remaining, this block is advanced one block (step S47)and the aforementioned processing is similarly repeated. This processingis implemented per display frame regarding all blocks of a set numberahead of the vehicle.

[0101] A typical example of this alteration processing achieved byrepeating aforementioned steps S41 to S46 is shown in FIG. 6. Here, asshown in FIG. 6(a), a vehicle in a game is positioned on block 0 at acertain time (block of the current position is expressed as standard 0),and reference data DATA_(ref) of blocks 0, 1, 2, . . . positioned in thefrontward direction of the vehicle is as shown in the drawing. The speedof the vehicle on block 0 shall be V. As reference speed data SP_(ref)of block 0=263 (unit is arbitrary), whether the current vehicle speedV>263 is judged (c.f. step S44), and when YES, alteration processing forbrake data DB is not implemented. In other words, brake data DB providedas reference data DATA_(ref) is used as is. Contrarily, if the currentvehicle speed V≦263, the setting (alteration) of brake data DB=0 ismade. This alteration processing is implemented for a prescribed numberof blocks per frame.

[0102] Thus, for example, if the current vehicle speed V=245 in acertain frame, blocks 0, 1, 2, . . . are successively searched until ablock fulfilling the condition of V=245<SP_(ref)=263 (in block 0) isobtained, and brake data of such block is altered to be brake data DB=0.In FIG. 6(a), as eight blocks; namely, blocks 0 to 7, fulfill theaforementioned condition, brake data thereof is altered to be brake dataDB=0. Nevertheless, in consideration of the smoothness of the connectionof data with block 8 not fulfilling the aforementioned condition, in thealteration processing at step S45, the value of block 7 immediatelybefore block 8 is altered to one half (½) of block. 8's brake dataDB=255 (=127). The value of block 6, which is two blocks before block 8,is altered to one third (⅓) of block 8's brake data DB=255 (=85).Accordingly, when the vehicle positioned on block 0 has a vehicle speedV=245, as shown in FIG. 6(b), brake data DB is altered. Here, brake dataDB of block 8 and onward is altered to a reference data value of 255.

[0103] When brake data DB is altered as above, the CPU 21 then changesthe shape of the reference travel line in blocks wherein brake data DBis not zero pursuant to brake data DB which has been altered (step S48).Then, the reference travel line LN_(ref) including such changed lineportion is displayed (step S49).

[0104] That is, the current vehicle speed V is compared with referencespeed data SP_(ref) of a block located several prescribed blocks infront of the current position, and brake data DB is not changed forblocks wherein the vehicle speed V is exceeding reference speed dataSP_(ref) within a course range (excluding the two block joints).Therefore, reference travel line LN_(ref) of reference data DATA_(ref)of blocks belonging to this course range is the subject to changes inthe shape thereof. Meanwhile, as brake data DB of blocks wherein thevehicle speed V is less than reference speed data SP_(ref) iscompulsorily altered to zero, regarding reference travel line LN_(ref)of blocks presenting brake data DB=0, the shape thereof will not besubject to such changes.

[0105] In other words, in the range of blocks wherein brake data DBafter alteration (adjustment) is not zero, it is desirable that theplayer steps on the brake pedal 11 d, and the shape of the blockportions corresponding to brake data DB≠0 along reference travel lineLN_(ref) is changed and displayed.

[0106] This reference travel line LN_(ref) is presented to the player bydisplaying the travel line data (travel route data of an experiencedplayer) of reference data DATA_(ref) in polygons. An indication (advice)is thereby given regarding the ideal line to be taken. Specifically, asreference travel line LN_(ref) is displayed in polygons, the experiencedplayer's vehicle position data in block units is provided to thereference data preparation tool and a left/right two-point x, y, zposition having a width of 3 meters is calculated in advance. Here, theleft/right two-point y position is calculated as the intersection of thepolygon (plane surface) of the travel course and the y axis. As thesecalculations are made in advance with the reference data preparationtool, decreased is the operational load pertaining to the operation ofthe polygon-apex positions upon displaying reference travel lineLN_(ref) as polygons in an actual game.

[0107] Upon actually displaying polygons of reference travel lineLN_(ref) in a game, consideration is given such that these polygons donot overlap with the polygons of the travel course. That is, as anexample, performed is an operation of floating the y position ofpolygons of reference travel line LN_(ref) 50 cm above the circuitsurface (y position+50 cm) to display such polygons in a floating state.

[0108] Specific changes and displays of the line shape of referencetravel line LN_(ref) may be of various modes as shown in FIGS. 7 to 24.According to reference travel line LN_(ref) shown in FIG. 7, the brakingindication region BK is displayed in an aggregate of scattered,dust-like shapes having the same color (yellow) as that of the line.According to reference travel line LN_(ref) shown in FIG. 8, the brakingindication region BK is displayed in a curved line having the same color(yellow) as that of the travel line. According to reference travel lineLN_(ref) shown in FIG. 9, the braking indication region BK is displayedin a curved line having a different color (red) than that of the travelline. According to reference travel line LN_(ref) shown in FIG. 10, thebraking indication region BK is displayed in round marks having adifferent color (red) than that of the travel line. According toreference travel line LN_(ref) shown in FIG. 11, the braking indicationregion BK is displayed in a line having a different color (red) thanthat of the travel line. Reference traveling line LN_(ref) shown in FIG.12 is displayed by colors being divided into steps from the start of thecurve, and the brake indication region BK is displayed in a line havinga different color (yellow) than that of the travel line.

[0109] The brake indication region BK is displayed in FIG. 13 as a linehaving a wider width and a different color (yellow) than that of thetravel line, in FIG. 14 as successive symbols of arrowheads, and in FIG.15 as successive triangle marks. A line having a different color(yellow) is added on the travel line in FIG. 16, three-dimensional boxesare arranged on the travel line in FIG. 17, characters are drawn in themiddle of the travel line in FIG. 18, and triangles are arranged on thetravel line in FIG. 19.

[0110] The braking indication regions shown in FIG. 20(a) and (b) areshown in changing colors (FIG. 20(a): red, FIG. 20(b): orange). Thebraking indication regions shown in FIGS. 21(a) and (b) are also shownin changing colors (FIG. 21(a): green, FIG. 21(b): red).

[0111] The braking indication region shown in FIG. 22 is displayed byadding to the whole of both sides of the travel line wide sash-likelines having a different color (red) than that of the travel line, andFIG. 23 shows an orange version of such sash-like line.

[0112] After the display of reference travel line LN_(ref) in anappropriate mode as mentioned above is completed, the CPU 21 proceeds tothe sound indication of the braking point (steps S50 to S2).

[0113] That is, block number X=(V/50)+1 is operated in relation to thecurrent speed V of the vehicle and the value thereof is obtained (stepS50). For example, when speed V=245, block number X=5. That is, thisblock number X is a value reflecting the current vehicle speed V. Here,the operational formula of this block number X may be changed suitably.

[0114] Next, from the block on which the vehicle is currently positionedto the block ahead, wherein number of blocks=X number of blocks,searched is whether brake data≠0 (step S51). Then, judged is whetherblock data DB≠0 is established regarding all blocks for X number ofblocks (step S52). When this judgment is YES (i.e., brake data DB≠0 forX number of blocks ahead), it is recognized that a part of the coursewhere an application of the brake is necessary is just ahead. Thus, theCPU 21 indicates by generating a voice to the effect that “this is abraking point” (step S53).

[0115] Nevertheless, when this brake data DB≠0 is not established, nosuch voice indication is generated. For example, when a player isdriving one's car at a speed slower than that of the experienced playershowing the ideal state, the player is able to make the curve withoutstepping on the brake and, thus, the driving is entrusted to the playerwithout such voice indication being generated.

[0116] Thereafter, a voice indication is given for a curve of thecircuit (steps S54 and S55). The CPU 21 judges whether or not theplayer's vehicle arrived at a predetermined block, which is a prescribednumber of blocks before the block at the beginning of the curve, basedon reference data DATA_(ref) (step S55). When this judgment is YES, theCPU 21 generates a voice message, such as “a curve is approaching” viathe speaker 13 (stepS56). Here, the position of the predetermined blockshowing the arrival at the curve may be changed in accordance with thevehicle speed V at such point. The player is able to appropriately beginturning the steering wheel pursuant to such voice indication of thecurve.

[0117] Further, the CPU 21 indicates the cornering gearshift (steps S56and S57). The CPU 21 judges whether the player's vehicle arrived at apredetermined block pursuant to reference data DATA_(ref) (step. S56).,and indicates via the speaker 13 a preset optimum gearshift position forcornering (i.e., the ideal gearshift position of an experienced player),indicating a voice message such as “make the curve in first gear” andthe like. Thereby, the player is able to operate the gearshift 11 e tothe position indicated by the voice message.

[0118] Thereby, the various indications (advice) in the training modepertaining to step S22 shown in FIG. 5 are given by voices or images.Thereafter in this training mode, the CPU 21 operates data representingthe vehicle behavior in accordance with the operational state ortraveling state, and further performs game processing such asperspective conversion processing for displaying polygons of vehicles orthe traveling line (including the reference travel line) and backgroundimage processing (FIG. 5, steps S23 and S24). The processing thenreturns to the main program until the next display interrupt.

[0119] Meanwhile, when the judgment is NO at step S13 in the mainroutine processing shown in FIG. 5; that is, when the selected drivingmode is judged as being the simulation mode, the CPU successively readsthe operational information of the player, performs behavior operationof the vehicle, and performs game processing as mentioned above (stepsS25 to S27). In other words, the indications (advice) given in thetraining mode are not provided in this simulation mode at all. That isto say, the game amusement is restrained to minimum, and provided is adriving game with an increased simulation element where the player's rawdriving technique is challenged. This simulation mode is thereforpreferable for advanced players experienced with driving.

[0120] In the game device provided in the present embodiment, asmentioned above, prepared are a plurality of driving modes set to concurwith the driving techniques of beginners to those advanced such thatplayers of all levels may enjoy the game. As players of various drivinglevels may enjoy the game even though it is the same circuit, aplurality of circuits with differing difficulties are not required and,as a total, data of the circuit is suppressed, and the memory occupancythereof is minimized.

[0121] If a beginner player selects the assist mode, such player mayresort to the auto-brake control and play the driving game with moregame amusement than the simulation element. And, although such beginnerdrives along the same course used by advanced players, he/she may obtainrespectable game results and therefore maintain the interest in gameparticipation upon competing with friends. A beginner who becomesfamiliar with the assist mode may try the semi-assist mode for a furtherchallenge.

[0122] An advanced player may select the training mode or simulationmode. The player may thereby challenge a difficult game laying emphasison simulation, and such player's spirit in the game is provoked. Eventhough a player may be advanced, depending on his/her driving skill,such player may first select and practice on the training mode and thenchallenge the simulation mode. As the ideal traveling line, brakingpoint, curves, and the cornering gearshift are indicated via voicesand/or images in the training mode, the player may improve one's drivingtechnique upon incorporating such indications. Here, as there is noautomatic participation from the device side regarding the travelingstate, one's own driving skill may be confirmed to a certain degree,reasonable degree of simulation is secured, and interest and expectationin the game are maintained.

[0123] Accordingly, provided is a driving game, wherein players havingvarious driving skills—from beginners to those advanced—may enjoy bothaspects of amusement and simulation in consistency.

[0124] (Second Embodiment)

[0125] The game device pertaining to the second embodiment of thepresent invention is now explained with reference to FIGS. 24 to 27. Thehardware structure of the game device in this embodiment is the same as,or similar to, the first embodiment.

[0126] This game device is characterized by including, in addition tothe driving pursuant to the aforementioned plurality of driving modes,processing (trace display processing) for displaying skid marks (or tiremarks) pertaining to skidding or locking of tires on the circuit(traveling line).

[0127] Upon driving on a road surface in an actual space, skid marksonce made on the road surface remain for a considerable period of time.Especially on courses such as race circuits, skid marks remain withoutdisappearing as drivers drive in a similar manner at the same curve.Thus, vehicles coming around the corner may judge the line to take orthe braking point by referring to such skid marks. Particularly in asimulation game, as the camera viewpoint is positioned at the driver'seye level in pursuit of reality, skid marks become an important signalto the driver upon progressing in the game. Therefore, it is desirableto display such skid marks without having to place an excessive burdenon the game processing.

[0128] The display processing of such skid marks is implemented with theCPU 21 performing software processing as follows.

[0129] During the implementation of the main program, the CPU 21performs operations and storage processing of polygons (objects)representing skid marks shown in FIG. 24 per frame and in an appropriatetiming.

[0130] Foremost, the CPU 21 judges whether it is a traveling state forgenerating skid marks (tire marks) (step 61). This is determined bywhether parameters such as acceleration, deceleration, yawing, etc.representing the traveling state of the vehicle fulfill predeterminedconditions. When this judgment is YES, the CPU 21 thereafter operatesthe global coordinates from the respective positions of the tires of thevehicle and operates the matrix of the object (polygons representingskid marks) upon referring to the direction and scale thereof (step 62,63).

[0131] Specifically, object matrix [A] is operated pursuant to thefollowing .modeling conversion formula:

[A]=[basic matrix of course]×[position matrix of polygons]×[rotationmatrix of polygons]×[expansion/contraction matrix of polygons]

[0132] The position matrix of polygons is the matrix of positions x, y,z in an absolute coordinate system of the arranged polygons. Therotation matrix of polygons is the matrix for obtaining the rotationalcomponents of the arranged polygons pursuant to inclination α of thevehicle or road surface. Further, the expansion/contraction matrix ofpolygons is the matrix for determining the scale of polygons decidedpursuant to the vehicle speed, vehicle displacement during one frame,and tire width.

[0133] Next, the operated matrix [A] is stored together with the object(polygons) in the internal SRAM (not shown) of the system memory 23(step 65). Here, if the data (object and matrix thereof) stored in theSRAM reaches a predetermined constant, upon storing data thereafter,oldest data in a time series is deleted, and newest data is stored inplace thereof. This deletion is performed in one-mark units (from thebeginning to the end of a series of traces (marks) generated by a singlespin or skid). The length of one mark is predetermined.

[0134] If the judgment is NO in step 61; i.e., no display of skid marks,processing of aforementioned steps 62 to 65 is skipped.

[0135] Moreover, during the execution of the main program, the CPU 21,in addition to the display processing of game results, orders thedisplay of skid marks pursuant to the processing shown in FIG. 25 perframe and for each tire.

[0136] Specifically, the CPU 21 reads the object (polygons representingskid marks) and the matrix thereof for the one designated tire (step71). Next, the CPU 21 judges whether the read object is positionedwithin the visual field (display area) pursuant to the z distance fromthe camera viewpoint virtually set as shown in FIG. 26 and the visualangle of the viewpoint thereof. The object becomes the subject ofdisplay when positioned within the visual field, and is clipped whenoutside such visual field (step 72., 73).

[0137] Thereafter, a display order is given to the polygons positionedwithin the display area (step 74) Particularly, as shown in FIG. 27, thefront end and back end of the current frame are determined from thefront end point (x2, y2, z2) of the polygons which moved during oneframe and the front end point thereof of the preceding frame (x1, y1,z1), and the respective polygons are spatially and continuouslydisplayed per frame. Thereby, the player sees the polygons representingthe skid marks of tires as extending. As mentioned above, however, asthe number of storable polygons in one-mark units is limited to apredetermined value, the length of extending the skid marks is alsorestricted to be within a prescribed distance.

[0138] Next, the CPU 21 judges whether any stored object still remainsand, if remaining, returns to step 71. And, while repeating theaforementioned display order processing, upon completing a display orderfor one-frame worth of stored data, the CPU 21 returns the processing tothe main program and stands by (step 75). Thereby, display orders ofskid marks are attempted per frame against all four wheels of thevehicle and within a predetermined number of laps.

[0139] In other words, when all four wheels are skidding or drifting,skid marks for all four wheels are displayed. When only the two frontwheels among the four wheels are in such traveling state, skid marks foronly those two front wheels are displayed. Further, skid marks aredisplayed for a predetermined number of laps, including the current lap.

[0140] For example, let it be assumed that the camera viewpoint duringthe first lap is positioned to the rear upper direction of the vehicleand is chasing the player's vehicle from the sky in such position. And,when a player's driving makes the vehicle skid at a certain curve, skidmarks pursuant to such skidding are operated, and polygons aredisplayed. That is, skid mark polygons of each wheel are operated withina predetermined length, and the density thereof is obtained inaccordance with the degree of skidding and displayed. As the player isdriving while viewing this screen, naturally, he/she may see such skidmarks. Together with this display, the polygons representing such skidmarks and the matrix thereof are stored in the internal SRAM of thesystem memory 23.

[0141] Further suppose that the player wishes to change the cameralviewpoint during the second lap to, for example, the eye level of thedriver inside the vehicle. Here, when approaching the aforementionedcurve, the first skid marks (skid marks in one-mark units for eachwheel) are displayed upon the matrix already operated and stored duringthe first lap being read out therefore, the player assimilated with thecamera viewpoint can see the first skid marks ahead and measure thebrake timing upon visually referring to such skid marks. Thus providedis a highly realistic screen and, while improving the simulation elementand game amusement, contribution is made to the improvement in theplayer's driving technique.

[0142] If the player also makes one's vehicle skid at the same curveduring the second lap, skid marks pursuant to this driving are operated,and similarly stored. Thus, if the camera viewpoint is also positionedat the driver's eye level during the third lap, skid marks from both thefirst lap and the second lap are incorporated into being subject todisplay in the clipping processing. In other words, when approachingsuch curve during the third lap, skid marks of the first and second lapsare displayed as partially overlapping skid marks, or as completelyseparate skid marks. Accordingly, it is possible to accurately grasp theprevious traveling states and utilize the same upon approaching suchcurve again.

[0143] Similarly, the display of such previous skid marks may be storedin the SRAM to the maximum limit in the number of mark units.

[0144] As mentioned above, the matrix of the skid marks calculated atthe time of driving is stored and, without having to re-operate thesame, such matrix is merely read out and displayed. Therefore, even upondisplaying previous skid marks, it is possible to perform the operationand processing of displaying polygons representing the skid marks athigh speed. On the other hand, without having to increase theoperational load of the CPU, provided is a highly realistic image ofleaving the previous skid marks for a long period of time on the screen.Moreover, as the skid mark polygons to be stored are data groups (dataafter completing the operation of the position of polygons, scale, andinclination) immediately after the texture has been affixed, suchpolygons may be drawn in a similar manner as with that of ordinarybackground data, and the memory capacity necessary for the storagethereof may be minimized.

[0145] Conventionally, upon displaying skid marks, initially generatedpolygons were successively performed semitransparent processing anderased in order to prevent exceeding the predetermined memory capacity.Contrarily, in the present embodiment, in comparison to conventionaldevices, provided is a highly simulative image such as skid marksremaining on the course without having to increase the memory capacityand without otherwise influencing the game processing (at high speed).This image may be respectively provided in the various driving modesdescribed in the first embodiment and will further provoke the player'sinterest in the game.

[0146] As a matter of course, the present invention is not limited tothe game device of the aforementioned embodiments, and the game deviceof this invention may be variously altered or modified within the scopeof the gist of the invention described in the claims. For example, thegame contents which may be played with the game device of the presentinvention are not limited to the driving game for the competition of laptimes upon driving around a circuit as mentioned above. The game may bea car race game wherein a plurality of cars compete for lap times.Further, other than objects related to vehicles, for example, theobjects may be water skis, snow skis, or motorcycles.

[0147] Although the aforementioned first embodiment described a drivinggame device for driving on a virtual space as one invention of thepresent application, this invention is also capable of providing avehicle brake-control system employable to vehicles running on an actualroad surface in an actual space. This vehicle brake-control systemequips the vehicle with, as shown in FIG. 28, a GPS receiver 101, ROM102, controller 103, and braking device 104. The ROM 102 priorly storesspeed data and brake data per vehicle position (block) described in thefirst embodiment as reference data. As in the case with the game device,this reference data becomes the model data for braking upon drivingalong the objective travel route. The controller 103 receives positiondata from the GPS receiver 101 and provides to the braking device 104orders of the auto-brake control in the aforementioned assist mode uponreferring to this position data and the reference data correspondingthereto. Thereby, even in an actual vehicle, it is possible to provideassistance from the viewpoint of brake control during actual driving,and expected is considerable support especially to drivers who are notyet so experienced with driving. In such case, the aforementionedreference data may be stored in a storage medium such as a DVD or CD andit would be desirable, for example, to provide data for each objectivetravel route; such as for Route 4, or for Route 6, etc. Further, datastored as reference data is not limited to the combination of speed dataand brake data per position, and, in order to suppress the amount ofdata, merely needed as minimum data is the curvature (R) data of thetravel route. Accordingly, the controller may implement the auto-brakecontrol for an actual vehicle by detecting the speed of the vehicle foreach vehicle position, operating the maximum speed for cornering fromthe curvature of the curve, and ordering an appropriate brake control tothe braking device in accordance with the operational speed.

[0148] As described above, according to the game device of the presentinvention, foremost, as a plurality of driving modes (moving mode ofobjects) set in conformity to the player's driving technique (movingtechnique of objects) are prepared, beginners to those advanced mayenjoy the game on the same circuit (travel route). Particularly, in theassist mode among the aforementioned driving modes, as an auto-brakefunction is automatically obtained, this provides a preferable drivingstate for beginners.

[0149] Furthermore, as pertinent driving indications are provided basedon reference data of experienced players, beginners to those fairlyadvanced may challenge a difficult game laying further emphasis onsimulation, and the player's spirit in the game is provoked.

[0150] Moreover, traces such as skid marks of vehicles pursuant to themovement of objects can be displayed without having to steeply increasethe memory capacity, and while maintaining high processing speed. Thus,it is possible to represent highly realistic pictures of moving objectsor the state after movement matching the vehicle driving in an actualspace, and provided is an image sharply increasing the simulationelement.

[0151] In addition, the auto-brake function in the aforementioned assistmode can be employed to an actual vehicle running in an actual spaceand, therefore, provided is a pertinent driving state to drivers who areat a stage of still being inexperienced with driving.

We claim:
 1. A game device for moving an object in a virtual three-dimensional space pursuant to operations from a player and generating images of the moving state of such object, comprising: mode provision means for providing to a player a plurality of different movement modes having mutually different movement operation characteristics upon moving said object; selection means for enabling a player to select a desired movement mode from said plurality of different movement modes; and game execution means for executing a game relating to the movement of said object in the movement mode selected by said player.
 2. A game device according to claim 1, wherein said object is a vehicle to be moved along a traveling line provided in said virtual three-dimensional space; said mode provision means provides to a player a plurality of driving modes of said vehicle as said plurality of movement modes; and said movement operation characteristics are driving characteristics of said vehicle.
 3. A game device according to claim 2, wherein said plurality of driving modes includes an assist mode having an auto-brake function for automatically assisting the braking power of said vehicle.
 4. A game device according to claim 2, wherein said plurality of driving modes includes a training mode having an indication function for indicating the driving state upon said player virtually driving said vehicle.
 5. A game device according to claim 4, wherein said indication function indicates to the player said driving state with, at the least, either an image or a sound.
 6. A game device according to claim 4, wherein said indication function is composed of at least one among: a first indication function for indicating to the player a reference travel line by displaying this on said traveling line; a second indication function for indicating to the player the brake timing by altering the display mode of said reference travel line; a third indication function for indicating to the player the existence of a curve on said traveling line; and a fourth indication function for indicating to the player the gearshift position at the curve on said traveling line.
 7. A game device according to claim 6, wherein said game execution means executes said game by exhibiting at least one function among said first through fourth indication functions by referring to an ideal reference data including speed data and brake data per block along said traveling line obtained from the driving of an experienced player.
 8. A game device according to claim 7, wherein said game execution means exhibits said second indication function by including: means for comparing the speed data of said reference data and the speed of said vehicle driven by said player and, when the comparative result shows that said speed data>said vehicle speed, altering said brake data of blocks, which continues until said vehicle speed exceeds said speed data, ahead of the vehicle to become zero; and means for altering the display mode of said traveling line pursuant to the alteration result of this block data.
 9. A game device for moving an object in a virtual three-dimensional space pursuant to operations from a player and generating images of the moving state of such object, comprising: storage means for priorly storing reference data representing the movement of said object in an ideal state; operation means for operating the actual data showing the moving state upon said player actually moving said object; and assist means for comparing said reference data and actual data and automatically assisting the moving state of said object to be moved by said player.
 10. A game device according to claim 9, wherein said object is a vehicle to be moved along the traveling line provided within said virtual three-dimensional space; and the movement of said object is represented by said object traveling along said traveling line of said vehicle.
 11. A game device according to claim 10, wherein said reference data is driving data prepared from the driving state obtained from the driving of a driver, who is experienced with an actual vehicle in an actual space, along a traveling route; and said traveling line in said virtual three-dimensional space is the line simulating said traveling route in such actual space.
 12. A game device according to claim 11, wherein said driving data includes speed data, brake data and travel line data based on the driving of said experienced player prepared along said traveling line and per block of a prescribed length.
 13. A game device according to claim 12, wherein said assist means compares said reference data and actual data and automatically assists the braking state of said vehicle to be moved by said player.
 14. A game device according to claim 13, wherein said assist means includes: means for obtaining the target acceleration from said speed data of said reference data of a block in front of the block on which said vehicle is positioned, and the speed of said vehicle driven by said player; means for estimating the vehicle acceleration from the operational state of said player; means for comparing and judging said target acceleration and said estimate acceleration; means for judging the application of a brake when this comparative result shows that said target acceleration>said estimate acceleration; and means for automatically assisting the control of the degree of acceleration when said judgment means judges that the application of a brake is not necessary, and assisting the control of the degree of acceleration and the amount of brake application when said judgment means judges that the application of a brake is necessary.
 15. A game device for moving an object in a virtual three-dimensional space pursuant to operations from a player and generating images of the moving state of such object, comprising: operation means for performing modeling conversion to traces pursuant to the movement of said object from a camera viewpoint and operating the conversion matrix thereof; storage means for storing said conversion matrix; judgment means for judging whether the display of said traces is necessary; and display means for reading said conversion matrix from said storage means and displaying said conversion matrix when said judgment means judges that the display of said traces is necessary.
 16. A game device for moving an object in a virtual three-dimensional space pursuant to operations from an operator and generating images of the moving state of such object, comprising: movement mode provision means for providing a plurality of movement modes including a brake timing notification mode for notifying said operator of the brake application timing of said object; and selection means for selecting said movement mode pursuant to the selection made by said operator; wherein said movement mode provision means for realizing said brake timing notification mode includes: judgement means for judging whether or not brake application is necessary based on the speed and position of said object operated by said operator; calculation means for calculating the brake timing based on the speed and position of said object operated by said operator when said judgment means judges that brake application is necessary; and notification means for notifying said operator of said brake application timing based on the brake timing calculated by said calculation means.
 17. A game device according to claim 16, wherein said judgment means and calculation means respectively perform judgment and calculation based on the speed and position of said object operated by said operator, and the reference data corresponding to such position.
 18. A game device according to claim 16 or 17, wherein said notification means notifies, earlier than usual, said brake application timing when the speed of said object is fast in comparison to when the speed of said object is slow.
 19. A vehicle brake-control device for controlling the braking power of the vehicle traveling along a route in an actual space, comprising: storage means for priorly storing data relating to braking of the traveling route which said vehicle is to travel; vehicle position detection means for detecting the position of said vehicle on said traveling route; and control means for automatically controlling the braking state of said vehicle during the traveling state thereof based on the data stored in said storage means and the position detected by said vehicle position detection means. 